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Interstellar Flames?


Postby Mike Bannick » May 8, 2002 @ 6:56pm

yeah I meant desktop. I personally dont care what fps its runs at as long as its playable.
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Postby randall » May 9, 2002 @ 3:24am

Movies get away with 30 FPS, because of motion blurring (tweens) to smoothen the action between frames. Thats not the case with Unreal Tournament, so you can see a slight distinction. But that wasn't my point anyway.

Would you rather keep your 60FPS in UT, or have the options, rich textures, shadows and models available in Unreal2 at 30FPS? (Unreal2 actually runs faster than this on upper end systems).

I always opt for the "extras", as long as the system can handle it. To hell with anything above 30 FPS, that isn't pushing the engine, nor the technology.
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Postby sponge » May 9, 2002 @ 4:54am

It all depends, in a moody single player game, I'll take the 30fps. Hey it isn't *THAT* bad, coming from a p233 for the last 5 years literally. But if it's a high action multi player game like Quake3, I'm willing to sacrifice graphics for the 60FPS. Railing at a low FPS is something I never want to do again.
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Postby Mike Bannick » May 9, 2002 @ 5:20am

Hehe I put all custom models in counter-strike and it runs at about 70 fps, but when everyone is in the same place it goes down to like 4 :P (maybe I should just be satisfied with the default models)
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Postby Schlepp » May 9, 2002 @ 11:33am

randall wrote:Movies get away with 30 FPS, because of motion blurring (tweens) to smoothen the action between frames. Thats not the case with Unreal Tournament, so you can see a slight distinction. But that wasn't my point anyway.

Would you rather keep your 60FPS in UT, or have the options, rich textures, shadows and models available in Unreal2 at 30FPS? (Unreal2 actually runs faster than this on upper end systems).

I always opt for the "extras", as long as the system can handle it. To hell with anything above 30 FPS, that isn't pushing the engine, nor the technology.


Movies play at a constant frame rate, in games (especially cpu intensive) the frame rate is not constant. This means that you might get an average of 40 fps in Doom III but it might still drop below 15 fps during heavy-slaughter-fests 8)

I never really got into too many action games on my iPaq (3660) because of the button issue... credit to the developers because they have tried to solve it by using the stylus, but in most games it doesn't seem to be the right way to be playing... hopefully interstellar flames will an exception!
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Postby sponge » May 9, 2002 @ 12:52pm

Mike B. wrote:Hehe I put all custom models in counter-strike and it runs at about 70 fps, but when everyone is in the same place it goes down to like 4 :P (maybe I should just be satisfied with the default models)


That has nothing to do with custom models, that's just the amount of polies being drawn on the screen. More likely than not, the custom models aren't as poly-optimized though.
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Postby ChezDoodles » May 9, 2002 @ 10:24pm

LCD screens are very different than CRT screens tranditionally used for desktop pc's.

Each pixel takes a while to switch state, and going from 0% to 100% intensity (or visa verca) often takes about 100ms. But since the screens are often optimized to quickly recover from major intensity changes, minor changes in intensity can take even longer.

This means - you don't really get "more" interactivity of you go above 20 - 30 FPS on a LCD screen. However - since the game loop is often tied to screen updates - the game will feel more responsive. You COULD however decouple to two - and run your GAME LOGIC at 60FPS - but only draw the screen at 20 FPS. This would probably feel better than running both game logic and screen updates at 30 FPS.

If Simon can get IF to run at 30 FPS - I'm sure its gonna rock. But you might consider adding some additonal flair and step down to 25 FPS.

Note.
Again - this DOES NOT apply to CRT screens.

Another issue is that devices like BE-300 and HP540 series has serious trouble handling more than 10 FPS without generating serious amounts of blur.

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Postby Jadam » May 12, 2002 @ 9:37pm

yeah, but there wont be a SH3 version of IF. and Be-300, not enough ram. All new PPC use a reflective screen that updates quite fast. and to what Chezdoodles said, even if the display cant do 60fps, if the game was running at 60fps it will feel more responsive and smoother. SMB on yame runs at 30fps at 206mhz, but at 236mhz its so much smoother and more responsive the way mario jumps.
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Postby Robotbeat » May 14, 2002 @ 5:56am

Oh, trust me. My iPAQ's LCD can display well over 20 fps without any noticeable motion blur. You are thinking about like graphing calculator-type displays. I can tell the difference between over 60 fps and anything lower while playing RocketElite, so I know for a fact that they are not only 30 fps.

I do know that the LCD screen on Casio EM50xs, e1xxs, and the ipaq 36xx/37xx devices have some sort of interlacing, but I think that the interlacing is done at 120 fps; I think that the actual full refresh rate is 60 fps.
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Postby Mike Bannick » May 14, 2002 @ 8:44am

sponge wrote:
Mike B. wrote:Hehe I put all custom models in counter-strike and it runs at about 70 fps, but when everyone is in the same place it goes down to like 4 :P (maybe I should just be satisfied with the default models)


That has nothing to do with custom models, that's just the amount of polies being drawn on the screen. More likely than not, the custom models aren't as poly-optimized though.

lets just see about that. Take a screen shot of yours, and ill take one of mine.
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Postby sponge » May 14, 2002 @ 12:58pm

r_speeds 1 in the console will show information about the amount of tris being drawn. But, I digress.

Great job on Interstellar Flames! *obligitory ontopic comment*
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Postby Jadam » May 15, 2002 @ 2:36am

i just hope that its nice and fast paced :twisted: :roll: :wink: :x :P :oops: :cry: 8O :evil: :( :cry: 8O :? :lol: :o :D 8)
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Postby Guest » May 24, 2002 @ 1:00am

WILL EVERYONE SHUT UP ABOUT THE FPS, HE SAID IT WILL RUN AT 30FPS, AND YOU CANT CHANGE THAT FACT DAMMIT!!!!!!oh yea, simon, will you send me a free beta version for me to test?
PS remember, we had that argument on pocketgamer
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Postby Jadam » Jun 7, 2002 @ 7:11pm

are you going to put in support for custom game paks, is there going to be an SDK????
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Postby Michael Y » Jun 7, 2002 @ 7:23pm

I'm not sure exactly how fast it runs, but I've played the demo and I can assure you that the animation is extremely fluid and the FPS count is solid.
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Discuss the popular Xen Games titles, such as Interstellar Flames and Strategic Assault here.

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